Radiation Trait?

Discuss the Traveller RPG and its many settings
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Re: Radiation Trait?

Postby tytalan » Thu Sep 28, 2017 3:16 am

Can I point out the the corps own more gazelles than the imperium or for the fact that they also own more fury’s to. Gazelles are fast and have two particular barbett and fury’s are also fast and have two double fusion turrets. These are the ships you’ll encounter if you try to hit the big hallers. I also think some of the design of ships need to be adjusted because of the different of performance of pulse laser and beam lasers from classic to mongoose many of the ships with beam lasers would have pulse lasers instead.
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Re: Radiation Trait?

Postby Linwood » Sat Sep 30, 2017 12:57 pm

Radiation shielding may make sense on a civilian vessel designed for harsh environments. I designed a ship for the party in my campaign that was originally built for close-in study of stars and similar high-radiation environments. There may be other applications.
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Re: Radiation Trait?

Postby ochd » Sun Oct 08, 2017 8:21 am

A house rule I'm thinking of is that ship armour adds to radiation protection at the rate of 100 per point of armour. This is in addition to the base rate of 500 (or 1000 with radiation shielding).

So, an off-the-shelf far trader would have 700 rads protection. Still not enough to stop the crew getting cooked, but at least it would require the attacker to make a better-than-average roll, more so if the target ship's crew are wearing vacc suits and take anti-rad drugs.

Any thoughts?

Chief Mongoose
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Re: Radiation Trait?

Postby Condottiere » Sun Oct 08, 2017 9:04 am

The danger of frying your meatballs and eggs would dissuade most recruitment.

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